/**
 * Copyright (C) 2012 Jorge Jimenez (jorge@iryoku.com). All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 *    1. Redistributions of source code must retain the above copyright notice,
 *       this list of conditions and the following disclaimer.
 *
 *    2. Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS
 * IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
 * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL COPYRIGHT HOLDERS OR CONTRIBUTORS
 * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 *
 * The views and conclusions contained in the software and documentation are 
 * those of the authors and should not be interpreted as representing official
 * policies, either expressed or implied, of the copyright holders.
 */


uniform float4x4 world;
uniform float4x4 view;
uniform float4x4 projection;


float4 ShadowMapVS(float4 position : POSITION0,
                   uniform float4x4 worldViewProjection) : SV_POSITION {
    float4 pos = mul(position, worldViewProjection);
    pos.z *= pos.w; // We want linear positions
    return pos;
}


DepthStencilState EnableDepthDisableStencil {
    DepthEnable = TRUE;
    DepthWriteMask = ALL;
    DepthFunc = LESS_EQUAL;
    StencilEnable = FALSE;
};


BlendState NoBlending {
    AlphaToCoverageEnable = FALSE;
    BlendEnable[0] = FALSE;
};


technique10 ShadowMap {
    pass ShadowMap {
        SetVertexShader(CompileShader(vs_4_0, ShadowMapVS(mul(mul(world, view), projection))));
        SetGeometryShader(NULL);
        SetPixelShader(NULL);
        
        SetDepthStencilState(EnableDepthDisableStencil, 0);
        SetBlendState(NoBlending, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xFFFFFFFF);
    }
}
